Ep1kMalware wrote: »Silver_Strider wrote: »I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.
#UnnerfDoshia.
Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.
As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
-Tanks could never kill anything if enemies had healing or too much health
-DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
-Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tankI'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.
I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...
I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.
Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!
Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.
Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.
As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.
Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.
I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.Whitebeerd wrote: »a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group
Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).
But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.
One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.
Valkysas154 wrote: »I get more fake dps than fake tanks -cant get fake healer since i heal-
such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
so i told them kindly we did not have the dps for this dungeon and also left
But to be fair they could of just did a random dungeon and got that pop
Ep1kMalware wrote: »Silver_Strider wrote: »I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.
#UnnerfDoshia.
Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.
As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
-Tanks could never kill anything if enemies had healing or too much health
-DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
-Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tankI'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.
I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...
I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.
Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!
Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.
Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.
As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.
Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.
I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.Whitebeerd wrote: »a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group
Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).
But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.
One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.
In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.
Valkysas154 wrote: »I get more fake dps than fake tanks -cant get fake healer since i heal-
such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
so i told them kindly we did not have the dps for this dungeon and also left
But to be fair they could of just did a random dungeon and got that pop
I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.
However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.
Ep1kMalware wrote: »Valkysas154 wrote: »I get more fake dps than fake tanks -cant get fake healer since i heal-
such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
so i told them kindly we did not have the dps for this dungeon and also left
But to be fair they could of just did a random dungeon and got that pop
I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.
However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.
I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45
Ep1kMalware wrote: »Valkysas154 wrote: »I get more fake dps than fake tanks -cant get fake healer since i heal-
such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
so i told them kindly we did not have the dps for this dungeon and also left
But to be fair they could of just did a random dungeon and got that pop
I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.
However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.
I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45
If you can do it by yourself in less than 5, you can solo it while the rest of your group tries to keep up.
I'm not talking about normal dungeons. Normal dungeons are *** easy and are never worth queuing for (IMO) once you can handle vet dungeons. My issue is that these fake tanks and healers are queuing for vet dungeons and screwing over everyone else in the group because they cant pull their weight.
Ep1kMalware wrote: »Valkysas154 wrote: »I get more fake dps than fake tanks -cant get fake healer since i heal-
such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
so i told them kindly we did not have the dps for this dungeon and also left
But to be fair they could of just did a random dungeon and got that pop
I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.
However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.
I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45
If you can do it by yourself in less than 5, you can solo it while the rest of your group tries to keep up.
I'm not talking about normal dungeons. Normal dungeons are *** easy and are never worth queuing for (IMO) once you can handle vet dungeons. My issue is that these fake tanks and healers are queuing for vet dungeons and screwing over everyone else in the group because they cant pull their weight.
Ep1kMalware wrote: »Valkysas154 wrote: »I get more fake dps than fake tanks -cant get fake healer since i heal-
such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
so i told them kindly we did not have the dps for this dungeon and also left
But to be fair they could of just did a random dungeon and got that pop
I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.
However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.
I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45
If you can do it by yourself in less than 5, you can solo it while the rest of your group tries to keep up.
I'm not talking about normal dungeons. Normal dungeons are *** easy and are never worth queuing for (IMO) once you can handle vet dungeons. My issue is that these fake tanks and healers are queuing for vet dungeons and screwing over everyone else in the group because they cant pull their weight.
I still think it's worth queuing for the normal dungeons, assuming there is little wait time. The other 3 people will still give you an advantage over going solo, regardless of how good they are. And you get the damage bonus from group finder, which is also an advantage over going solo. You can certainly shave a few minutes off your time to complete.
Ehhh I & and low-level guildie tried to run a random normal today. After 5 minutes of either the tank or healer rejecting the group invite I just switched myself to tank. I don't know if the rejected invite is a bug or people are queueing and rejecting but it happens a lot! Either way because I was with a low-level I knew it'd be something really easy.
Blew through it super quick while still letting my team mates do the quest. When you pull 80% of the group dps who even needs a taunt, they ain't attacking anybody else. No harm, no foul.
Ep1kMalware wrote: »Ep1kMalware wrote: »Silver_Strider wrote: »I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.
#UnnerfDoshia.
Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.
As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
-Tanks could never kill anything if enemies had healing or too much health
-DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
-Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tankI'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.
I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...
I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.
Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!
Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.
Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.
As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.
Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.
I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.Whitebeerd wrote: »a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group
Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).
But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.
One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.
In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.
I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....
Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.
starkerealm wrote: »Ep1kMalware wrote: »Ep1kMalware wrote: »Silver_Strider wrote: »I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.
#UnnerfDoshia.
Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.
As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
-Tanks could never kill anything if enemies had healing or too much health
-DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
-Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tankI'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.
I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...
I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.
Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!
Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.
Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.
As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.
Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.
I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.Whitebeerd wrote: »a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group
Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).
But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.
One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.
In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.
I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....
Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.
ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs.
(To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)
Think its more that the server fails to create groupEp1kMalware wrote: »Ehhh I & and low-level guildie tried to run a random normal today. After 5 minutes of either the tank or healer rejecting the group invite I just switched myself to tank. I don't know if the rejected invite is a bug or people are queueing and rejecting but it happens a lot! Either way because I was with a low-level I knew it'd be something really easy.
Blew through it super quick while still letting my team mates do the quest. When you pull 80% of the group dps who even needs a taunt, they ain't attacking anybody else. No harm, no foul.
I believe this is because the que pops up invasively with your menue, it's t0o easy to be flippibg through the menue and accidentally close a ready check. I do it all the time if I que as tank trying to back out to the game.
Ep1kMalware wrote: »starkerealm wrote: »Ep1kMalware wrote: »Ep1kMalware wrote: »Silver_Strider wrote: »I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.
#UnnerfDoshia.
Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.
As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
-Tanks could never kill anything if enemies had healing or too much health
-DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
-Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tankI'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.
I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...
I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.
Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!
Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.
Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.
As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.
Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.
I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.Whitebeerd wrote: »a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group
Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).
But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.
One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.
In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.
I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....
Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.
ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs.
(To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)
All I can suggest if you got potato issues is slot immovable for easy rezz. It'll keep the cc from being an issue in icp/wgt last boss
I do on my alts that I'm leveling undaunted on. They haven't done many of those quests, and I always try to do the quests on normal mode so that I don't slow down the vet groups.Who runs normal modes these days?
Think its more that the server fails to create groupEp1kMalware wrote: »Ehhh I & and low-level guildie tried to run a random normal today. After 5 minutes of either the tank or healer rejecting the group invite I just switched myself to tank. I don't know if the rejected invite is a bug or people are queueing and rejecting but it happens a lot! Either way because I was with a low-level I knew it'd be something really easy.
Blew through it super quick while still letting my team mates do the quest. When you pull 80% of the group dps who even needs a taunt, they ain't attacking anybody else. No harm, no foul.
I believe this is because the que pops up invasively with your menue, it's t0o easy to be flippibg through the menue and accidentally close a ready check. I do it all the time if I que as tank trying to back out to the game.
Why should tanks go to menus then they get instant invites? it also happens way to often for mistakes.
Its also more common during prime time then tank queues even to specific dungeons should be even shorter
starkerealm wrote: »Ep1kMalware wrote: »starkerealm wrote: »Ep1kMalware wrote: »Ep1kMalware wrote: »Silver_Strider wrote: »I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.
#UnnerfDoshia.
Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.
As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
-Tanks could never kill anything if enemies had healing or too much health
-DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
-Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tankI'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.
I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...
I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.
Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!
Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.
Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.
As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.
Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.
I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.Whitebeerd wrote: »a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group
Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).
But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.
One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.
In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.
I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....
Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.
ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs.
(To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)
All I can suggest if you got potato issues is slot immovable for easy rezz. It'll keep the cc from being an issue in icp/wgt last boss
Yeah, from experience Immovable is really nice for both rezzing in ICP and BC2. Probably others.
Ep1kMalware wrote: »starkerealm wrote: »Ep1kMalware wrote: »Ep1kMalware wrote: »Silver_Strider wrote: »I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.
#UnnerfDoshia.
Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.
As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
-Tanks could never kill anything if enemies had healing or too much health
-DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
-Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tankI'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.
This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.
I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...
I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.
Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!
Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.
Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.
As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.
Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.
I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.Whitebeerd wrote: »a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group
Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).
But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.
One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.
In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.
I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....
Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.
ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs.
(To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)
All I can suggest if you got potato issues is slot immovable for easy rezz. It'll keep the cc from being an issue in icp/wgt last boss
I wish they'd do this. There are people out there who queue as all three roles just so they can get in line ahead of everybody else.KitLightning wrote: »ZoS could make it so we can not sign up with more than one role when running a delve